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| Beowulf: The Game | |
|---|---|
| Developer(s) | Ubisoft Shanghai |
| Publisher(s) | Ubisoft |
| Composer(s) | Cris Velasco |
| Platform(s) | Microsoft Windows, PlayStation 3, Xbox 360, PlayStation Portable |
| Release | Xbox 360 PlayStation 3 Microsoft Windows PlayStation Portable |
| Genre(s) | Action, hack and slash |
| Mode(s) | Single-player |
Beowulf: The Game is a hack and slash video game for Microsoft Windows, PlayStation 3, PlayStation Portable and Xbox 360. It is based upon the 2007 film Beowulf. It was released on November 13, 2007 in the United States. The characters are voiced by the original actors who starred in the film.
The story begins with Beowulf racing on a beach with a fellow Thane. On the beach they slay crabs and then Beowulf races with the Thane in the sea, where he is attacked by a sea serpent. He fights the serpent on a small rock structure but is defeated and thrown into the water; there, Grendel's mother appears and says he is her new hero, and grants him power. Beowulf defeats the sea serpent with his newfound power and returns to the beach where he was racing with the Thane.
Afterward, having heard the problem the Danes are facing, he goes to help King Hrothgar to stop Grendel, gaining Heroic powers on the journey. Afterwards, the player plays through the thirty years of Beowulf's life as king of the Danes, which was not seen in the movie. Beowulf gets to journey from Heorot to Iceland, defeating demons and large creatures, from a giant hellhound to trolls.[4]
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The game was met with very mixed reception. GameRankings and Metacritic gave it a score of 55% and 51 out of 100 for the PlayStation 3 version;[19][23] 54% and 51 out of 100 for the Xbox 360 version;[21][25] 48% and 44 out of 100 for the PSP version;[20][24] and 45% and 44 out of 100 for the PC version.[18][22]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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